/*! \fn GLuint QOpenGLFramebufferObject::takeTexture() Returns the texture id for the texture attached to this framebuffer object. The ownership of the texture is transferred to the caller. If the framebuffer object is currently bound, an implicit release() will be done. During the next call to bind() a new texture will be created. If a multisample framebuffer object is used, then there is no texture and the return value from this function will be invalid. Similarly, incomplete framebuffer objects will also return 0. \since 5.3 \sa texture(), bind(), release() */ GLuint QOpenGLFramebufferObject::takeTexture() { Q_D(QOpenGLFramebufferObject); GLuint id = 0; if (isValid() && d->texture_guard) { QOpenGLContext *current = QOpenGLContext::currentContext(); if (current && current->shareGroup() == d->fbo_guard->group() && current->d_func()->current_fbo == d->fbo()) release(); id = d->texture_guard->id(); // Do not call free() on texture_guard, just null it out. // This way the texture will not be deleted when the guard is destroyed. d->texture_guard = 0; } return id; }
/*! Sets the attachments of the framebuffer object to \a attachment. This can be used to free or reattach the depth and stencil buffer attachments as needed. */ void QOpenGLFramebufferObject::setAttachment(QOpenGLFramebufferObject::Attachment attachment) { Q_D(QOpenGLFramebufferObject); if (attachment == d->fbo_attachment || !isValid()) return; QOpenGLContext *current = QOpenGLContext::currentContext(); if (!current) return; #ifdef QT_DEBUG if (current->shareGroup() != d->fbo_guard->group()) qWarning("QOpenGLFramebufferObject::setAttachment() called from incompatible context"); #endif d->funcs.glBindFramebuffer(GL_FRAMEBUFFER, d->fbo()); d->initAttachments(current, attachment); if (current->d_func()->current_fbo != d->fbo()) d->funcs.glBindFramebuffer(GL_FRAMEBUFFER, current->d_func()->current_fbo); }
/*! \fn bool QOpenGLFramebufferObject::bind() Switches rendering from the default, windowing system provided framebuffer to this framebuffer object. Returns \c true upon success, false otherwise. \note If takeTexture() was called, a new texture is created and associated with the framebuffer object. This is potentially expensive and changes the context state (the currently bound texture). \sa release() */ bool QOpenGLFramebufferObject::bind() { if (!isValid()) return false; Q_D(QOpenGLFramebufferObject); QOpenGLContext *current = QOpenGLContext::currentContext(); if (!current) return false; #ifdef QT_DEBUG if (current->shareGroup() != d->fbo_guard->group()) qWarning("QOpenGLFramebufferObject::bind() called from incompatible context"); #endif d->funcs.glBindFramebuffer(GL_FRAMEBUFFER, d->fbo()); if (d->texture_guard || d->format.samples() != 0) d->valid = d->checkFramebufferStatus(current); else d->initTexture(d->format.textureTarget(), d->format.internalTextureFormat(), d->size, d->format.mipmap()); if (d->valid && current) current->d_func()->current_fbo = d->fbo(); return d->valid; }
/*! \fn bool QOpenGLFramebufferObject::release() Switches rendering back to the default, windowing system provided framebuffer. Returns \c true upon success, false otherwise. \sa bind() */ bool QOpenGLFramebufferObject::release() { if (!isValid()) return false; QOpenGLContext *current = QOpenGLContext::currentContext(); if (!current) return false; Q_D(QOpenGLFramebufferObject); #ifdef QT_DEBUG if (current->shareGroup() != d->fbo_guard->group()) qWarning("QOpenGLFramebufferObject::release() called from incompatible context"); #endif if (current) { current->d_func()->current_fbo = current->defaultFramebufferObject(); d->funcs.glBindFramebuffer(GL_FRAMEBUFFER, current->d_func()->current_fbo); } return true; }